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#include "zgl.h" |
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void gl_print_matrix( const float *m) |
{ |
int i; |
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for (i=0;i<4;i++) { |
fprintf(stderr,"%f %f %f %f\n", m[i], m[4+i], m[8+i], m[12+i] ); |
} |
} |
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static inline void gl_matrix_update(GLContext *c) |
{ |
c->matrix_model_projection_updated=(c->matrix_mode<=1); |
} |
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void glopMatrixMode(GLContext *c,GLParam *p) |
{ |
int mode=p[1].i; |
switch(mode) { |
case GL_MODELVIEW: |
c->matrix_mode=0; |
break; |
case GL_PROJECTION: |
c->matrix_mode=1; |
break; |
case GL_TEXTURE: |
c->matrix_mode=2; |
break; |
default: |
assert(0); |
} |
} |
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void glopLoadMatrix(GLContext *c,GLParam *p) |
{ |
M4 *m; |
int i; |
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GLParam *q; |
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m=c->matrix_stack_ptr[c->matrix_mode]; |
q=p+1; |
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for(i=0;i<4;i++) { |
m->m[0][i]=q[0].f; |
m->m[1][i]=q[1].f; |
m->m[2][i]=q[2].f; |
m->m[3][i]=q[3].f; |
q+=4; |
} |
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gl_matrix_update(c); |
} |
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void glopLoadIdentity(GLContext *c,GLParam *p) |
{ |
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gl_M4_Id(c->matrix_stack_ptr[c->matrix_mode]); |
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gl_matrix_update(c); |
} |
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void glopMultMatrix(GLContext *c,GLParam *p) |
{ |
M4 m; |
int i; |
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GLParam *q; |
q=p+1; |
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for(i=0;i<4;i++) { |
m.m[0][i]=q[0].f; |
m.m[1][i]=q[1].f; |
m.m[2][i]=q[2].f; |
m.m[3][i]=q[3].f; |
q+=4; |
} |
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gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m); |
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gl_matrix_update(c); |
} |
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void glopPushMatrix(GLContext *c,GLParam *p) |
{ |
int n=c->matrix_mode; |
M4 *m; |
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assert( (c->matrix_stack_ptr[n] - c->matrix_stack[n] + 1 ) |
< c->matrix_stack_depth_max[n] ); |
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m=++c->matrix_stack_ptr[n]; |
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gl_M4_Move(&m[0],&m[-1]); |
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gl_matrix_update(c); |
} |
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void glopPopMatrix(GLContext *c,GLParam *p) |
{ |
int n=c->matrix_mode; |
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assert( c->matrix_stack_ptr[n] > c->matrix_stack[n] ); |
c->matrix_stack_ptr[n]--; |
gl_matrix_update(c); |
} |
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void glopRotate(GLContext *c,GLParam *p) |
{ |
M4 m; |
float u[3]; |
float angle; |
int dir_code; |
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angle = p[1].f * M_PI / 180.0; |
u[0]=p[2].f; |
u[1]=p[3].f; |
u[2]=p[4].f; |
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/* simple case detection */ |
dir_code = ((u[0] != 0)<<2) | ((u[1] != 0)<<1) | (u[2] != 0); |
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switch(dir_code) { |
case 0: |
gl_M4_Id(&m); |
break; |
case 4: |
if (u[0] < 0) angle=-angle; |
gl_M4_Rotate(&m,angle,0); |
break; |
case 2: |
if (u[1] < 0) angle=-angle; |
gl_M4_Rotate(&m,angle,1); |
break; |
case 1: |
if (u[2] < 0) angle=-angle; |
gl_M4_Rotate(&m,angle,2); |
break; |
default: |
{ |
float cost, sint; |
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/* normalize vector */ |
float len = u[0]*u[0]+u[1]*u[1]+u[2]*u[2]; |
if (len == 0.0f) return; |
len = 1.0f / sqrt(len); |
u[0] *= len; |
u[1] *= len; |
u[2] *= len; |
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/* store cos and sin values */ |
cost=cos(angle); |
sint=sin(angle); |
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/* fill in the values */ |
m.m[3][0]=m.m[3][1]=m.m[3][2]= |
m.m[0][3]=m.m[1][3]=m.m[2][3]=0.0f; |
m.m[3][3]=1.0f; |
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/* do the math */ |
m.m[0][0]=u[0]*u[0]+cost*(1-u[0]*u[0]); |
m.m[1][0]=u[0]*u[1]*(1-cost)-u[2]*sint; |
m.m[2][0]=u[2]*u[0]*(1-cost)+u[1]*sint; |
m.m[0][1]=u[0]*u[1]*(1-cost)+u[2]*sint; |
m.m[1][1]=u[1]*u[1]+cost*(1-u[1]*u[1]); |
m.m[2][1]=u[1]*u[2]*(1-cost)-u[0]*sint; |
m.m[0][2]=u[2]*u[0]*(1-cost)-u[1]*sint; |
m.m[1][2]=u[1]*u[2]*(1-cost)+u[0]*sint; |
m.m[2][2]=u[2]*u[2]+cost*(1-u[2]*u[2]); |
} |
} |
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gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m); |
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gl_matrix_update(c); |
} |
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void glopScale(GLContext *c,GLParam *p) |
{ |
float *m; |
float x=p[1].f,y=p[2].f,z=p[3].f; |
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m=&c->matrix_stack_ptr[c->matrix_mode]->m[0][0]; |
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m[0] *= x; m[1] *= y; m[2] *= z; |
m[4] *= x; m[5] *= y; m[6] *= z; |
m[8] *= x; m[9] *= y; m[10] *= z; |
m[12] *= x; m[13] *= y; m[14] *= z; |
gl_matrix_update(c); |
} |
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void glopTranslate(GLContext *c,GLParam *p) |
{ |
float *m; |
float x=p[1].f,y=p[2].f,z=p[3].f; |
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m=&c->matrix_stack_ptr[c->matrix_mode]->m[0][0]; |
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m[3] = m[0] * x + m[1] * y + m[2] * z + m[3]; |
m[7] = m[4] * x + m[5] * y + m[6] * z + m[7]; |
m[11] = m[8] * x + m[9] * y + m[10] * z + m[11]; |
m[15] = m[12] * x + m[13] * y + m[14] * z + m[15]; |
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gl_matrix_update(c); |
} |
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void glopFrustum(GLContext *c,GLParam *p) |
{ |
float *r; |
M4 m; |
float left=p[1].f; |
float right=p[2].f; |
float bottom=p[3].f; |
float top=p[4].f; |
float near=p[5].f; |
float farp=p[6].f; |
float x,y,A,B,C,D; |
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x = (2.0*near) / (right-left); |
y = (2.0*near) / (top-bottom); |
A = (right+left) / (right-left); |
B = (top+bottom) / (top-bottom); |
C = -(farp+near) / ( farp-near); |
D = -(2.0*farp*near) / (farp-near); |
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r=&m.m[0][0]; |
r[0]= x; r[1]=0; r[2]=A; r[3]=0; |
r[4]= 0; r[5]=y; r[6]=B; r[7]=0; |
r[8]= 0; r[9]=0; r[10]=C; r[11]=D; |
r[12]= 0; r[13]=0; r[14]=-1; r[15]=0; |
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gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m); |
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gl_matrix_update(c); |
} |
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